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Everything posted by El D
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Oh dang! I see @Wravis already has access the next update's Hard Mode! Definitely going to have to give this a shot. ^_^
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The original Storm Kick was a DoT where the character did repeated kicks with one extended leg. Basically the classic Chun-li kick from Street Fighter (except really really slow). Sadly, even if the animation is still somewhere in the game's code, I imagine that it (along with the original panicked flailing animation that Claws and Spines used to have for T1 attacks) couldn't be implemented again anyway due to all the animation time changes powers have undergone since then. Even if they got sped up they'd still be miserable to use. x.x
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@Wravis that's fantastic! Thanks again!
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Seconded! Thanks for running the event, @Wravis! Also, given what happened with the yellow duck and your choice of forum avatar, I'm choosing to imagine it was mocking everyone just like that as they all went past it while looking through the base. xD
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I think the transparency effect isn't on the masks, but linked to the way the game shows the color white - specifically when it's on a pattern applied to a skintone. There's a clear difference between the shading of white on a Tights options vs the Mask Pattern applied to the skin. However... When swapped to a Chest Option that uses the skintone (Bare Chest) and a white pattern, it flows smoothly (and transparently) together. It doesn't seem to matter what the skintone choice is, either - that transparency/bleed-through effect remains the same regardless of what skintone option is chosen. As far as the mask/pattern goes, using any other color seems to severely lessen the effect to the point that you can barely notice it.
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Yeah, what @GraspingVileTerror said. Redside never got the numbers to make it worth much dev time back in the day. It's always had just a fraction of the players Blueside did - even now on Homecoming it's still like that. Probably part of the reason why the Live devs focused on cross-side stuff (RWZ, Dark Aatoria, Incarnate trials) for the longest time. It was easier to build one big thing everyone could do rather then invest time in side-specific content hardly anyone would play more than once (if they even ran it the first time). Kind of makes me wonder if we might have eventually gotten a Redside revamp had the game stayed live long enough, and sad as it is this thread makes me glad it would have been Paragon Studios doing it rather than Cryptic. x.x
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Some early Story Bible content was released as a .zip file on Google Drive a while back - link Found it on the Homecoming wiki (under 'Story Bible') and there's also a separate page with links to the Lore AMA stuff
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Homecoming has done stuff like that - the new Vahzilok arcs definitely takes place post-Faultline/Positron TF revamp - but I think the catch of 'within the limits of their resources' is the key factor here. There's a reason the content updates thus far are just story arcs/a short co-op Trial. The Live devs had much larger, fully funded, team who were doing this for a living and it took them months upon months to bring us stuff like changed zones/enemy group revamps. For a volunteer team like the HC devs, even if they expanded and got more people it'd be more trouble than it's worth. Doing all the work to shift around a huge, fully completed co-op zone with multiple story arcs, several task forces, and numerous links to the endgame content system - not to mention how popular Mothership raids are - into echo content only to have to replace the void it left with something else anyway would be like emptying an Olympic-sized swimming pool and trying to fill it back up via buckets of water. There's also the fact that if the RWZ gets moved to echo status, there's no in-game progression to lead into the new arcs that'd replace it. Sure, there's a chronological progression from our standpoint as players, but if you aren't introduced to the Vanguard while fighting Rikti in-game why are you going to care about them fighting the Battalion 'later'? The past story arcs and task forces are kept around with the newer ones for a reason, both lore-wise and gameplay-wise. If the HC devs are going to do stuff with the Vanguard fighting the Battalion - which admittedly would be very cool - it'd be easier to leave the RWZ where it is and focus solely on new content.
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I'll second the 'No thank you' crowd, and I say this as someone who would enjoy the option of a fully voiced CoH. However as is it just doesn't seem feasible. Adding in full voice acting - even just to existing cut-scenes - on the budget and time constraints that the Homecoming devs have would take absolutely forever to finish. Not to mention it would likely eat up resources that could have been spent on making things like new mission content, costumes, powersets, and zones, or how much longer it'd make developing new content take so that it could also be voice acted. That's not even getting into the subjective quality of any voice acting that would be attempted, or for that matter the forum arguments that would be spawned if they allowed players to vote on which ones they liked best. Hiring professional voice actors would take a fair amount of extra money, and using volunteer submissions (on top of increased quality issues) runs the risk of alienating folks who never get voted in. Also, if the added voice acting was only in cut-scenes that'd make the lack of it everywhere else in the game feel more lopsided than it just being a 'final pre-shutdown addition' fluke that shows up once in the Galaxy City tutorial. Beyond all that, even if the Devs did go through the effort, professional/volunteer submissions, community votes, and implementation time required to put in voice acting everywhere it could be used... I'd expect that at least half of the player base would just immediately turn it off. It's a nice idea, and might have been more warranted had the Live Devs had time to actually implement more voice work themselves, but as is it looks like too much work/expense for too little impact.
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To add to @Outrider_01's post about the real-world legend of Mu, the CoX Specific Lore for them is pretty interesting if you wanted to tie some of it into your take on Atlantis. As one of the first civilizations of prehistoric humanity - in-particular being among the first peoples to learn magic on Primal Earth - there's tons of wiggle room for ancient spells, secret lineages, lost inventions... Anything, really. Plus there's the whole angle of the ancient Mu's war with the Coralax for additional undersea bonus points, with the Coralax having lived on the Mu islands before humans even got there in the first place! Also, I'd take the Live Devs 'Atlantis Doesn't Exist' comment as 'We aren't going to make an underwater zone' & a reflection of personal interest in the concept more than anything else. Implementing underwater combat and movement was a BIG investment hurdle during Live, so between that and dev opinion it never got enough traction to be worked on (and it was easier to say 'It doesn't exist' than constantly explain why we never saw it/got to go there). 'In official lore, Atlantis doesn't exist!' to me just means the concept should include a backstory point of '... and this is why you haven't heard of it before now!' 'Official Lore' has never been a hard and fast requirement as far as players go anyway. Shoot, one of the more well-known stories on the original forums was a player's comedy-romance-drama fiction about their superheroine OC being in a relationship with Positron (despite the fact that in-game, he was beginning to be shipped with Numina). Embrace as much or as little of the lore as you want - so long as you're having fun playing, you're doing it right.
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Your character doesn't have 'Enter SG Mode' toggled on from the Super Group menu, does she? Because that looks and sounds an awful lot like how SG mode affects Chest Emblems (which are set to switch by default, in the Super Group Mode costume options under Settings). If your character isn't in a Super Group/doesn't have SG Mode toggled on, then yeah that's definitely a bug. o.o
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Myself as well as the friends who watch the show have been enjoying it since the first episode but yeah, Episode 4 really kicked things into a higher gear. In a lot of ways, Wandavision is the kind of content I'd wanted from Agents of SHIELD (and I say that as someone who absolutely loved the show as it was) as well as the Netflix Marvel shows (which were also good, but felt like they were mostly in yet another separate bubble of their own). The fact that I have no idea who will or won't show up or what the ramifications of the story will be is a huge boost to personal interest. Agents of SHIELD had to advertise when they got MCU film characters as guests and their appearances were always self contained - Wandavision has MCU continuity as the default and is able to leave any character appearances as a surprise, which works so much better.
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"The Game is not Balanced around IO's"..... should it be?
El D replied to Galaxy Brain's topic in General Discussion
Putting aside the 'limit access to softcap Def' aspect, let's focus on another. Specifically, the claim that 'this would be a boon to casual players.' That implies a single definition of 'casual player' - in this context, one who feels stymied by the perceived extremes of the IO system. Now putting aside that this assertion is an extremely personal opinion, it is by default wrong as there is no single 'casual player' ideal when it comes to CoH. The game is designed to be easy to pick up and run with, not just with missions but in every respect. Task forces, super groups, giant monster hunting, PVP, costume contests - whatever content you enjoy doing, CoH will readily let you do some version of whatever it is at nearly any level (and unless it's specifically level-locked content like Incarnate stuff, there's super sidekicking to make it even easier). You want to run paper missions all the way to 50? You can. You want to AE Farm all day every day? You can. You want to run hardcore iTrials for all the badges? You can, provided you're the right level. This means everyone's idea of what is and is not 'casual play' is different. Yes, this includes the folks who IO out their characters to extreme ends. They're all casual players because of the way the game is made. Limiting one group's access to the high end of an optional system at the behest of another group that doesn't actually exist is because there's only one, singular player-base where everyone has equal access to said system is... not an argument. -
"The Game is not Balanced around IO's"..... should it be?
El D replied to Galaxy Brain's topic in General Discussion
Sweeping modification to the game's IO set up and punishing changes to archetype stat percentages are not 'solutions that'd make the game more fun to play.' Those are just personal preferences to self-imposed problems. The archetype system in City of Heroes is built around being interchangeable. You aren't required to have X, Y, or Z on a team, which innately makes 'roles' a lot more flexible. Outside of a small handful of endgame situations (like Ham iraids) you can pick up whatever you want and go. It's meant to be casual and allow players the freedom to play as they like - that's why gimmicky task force runs like All Masterminds or All Blasters can actually work in this game. Forcing tighter archetype restrictions due to a personal desire to have a 'more distinct role' on a team is antithetical to this being a casual game players can play as they like. 'All these archetypes should have their capabilities lowered so X archetype can feel more special' isn't a problem with the game, it's a problem with how you're approaching playing it. As for IOs and set bonuses yes, they do vastly increase the power of literally every character that goes whole hog into making The Best Possible Build. That was a natural outcome given the point of the system, as it's literally CoH's version of end game gear. Also yes, softcapping defense is an objectively good build strategy to an extensive degree. That doesn't mean that the overall difficulty of the game should be balanced around those extreme outliers, nor does it mean those outliers should have their capabilities reduced. Using IOs is optional and extreme stat boosts and capabilities are the reward for investing heavily into it. All that reducing the effectiveness of IOs will do is reduce players' incentive to use the system/play all the characters they've invested with it. CoH is a game about two things - being superhero/villain and casually teaming up with other superheroes/villains. Power fantasy in the extreme and easily working together are the core concepts. Cracking down on the amount of 'super' players have access to and forcing more stringent team requirements are not good ideas. -
The devs aren't doing that, though? The Homecoming devs have not made any major endgame content as of yet, and leveling in CoH has always been easy outside of the first few Issues post-launch (namely after Issue 5, when the OG devs first adjusted how Debt worked). Yes, the P2W vendors have made leveling easier still due to Double XP Boosters combined with the abundance of farms in AE - but there were an abundance of AE farms on Live, and if you want a more traditional leveling experience you don't have to use Double XP. You can play the game however you want to, as can everyone else that's part of the Homecoming community. That's the reason (I assume, at least) that the devs made Double XP a permanent option rather than a scheduled event as it was on Live - so folks who wanted to focus on high level content could do so and have fun the way they wanted to, while folks who had enjoyed running story arcs and going 'old school' could have their fun doing that. To suggest that the Homecoming devs go to all the work of making, updating, and moderating a whole separate shard solely because you think some folks are playing the game so wrongly that you want to kick them out - in-particular because you suggest they're 'unwanted' - and that the rest of the game should have options removed to cater to your own personal playstyle is actually the kind of attitude Homecoming's playerbase doesn't need. Focusing on how other players are 'doing it wrong' and using optional content you don't like is not healthy to your own enjoyment of the game. This isn't a 'community vs community' problem; the only one burning themselves out over this is you. The game is here for everyone to have fun with - however they like, using whatever optional content they choose to partake in. Just relax and enjoy it, dude.
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While trying to make a costume for yet another alt, I found that Female character model was not able to access the Kanji symbols as a Chest Detail (Under) when using a Jacket. Investigating further, I found that there are a number of Symbols usually available as Chest Detail choices are not enabled in certain sections for Female and Huge models. Female -> Jackets -> Chest Detail Under: Does not give access to any of the Kanji, Greek (Upper or Lowercase), or Special (Council, PPD, Vanguard, etc.) symbols Female -> Jackets - > Chest Detail Over: Does not give access to any of the Kanji symbols Huge -> Jackets - > Chest Detail Under: Does not give access to any of the Kanji or Special (Council, PPD, Vanguard, etc.) symbols In contrast, the 'Over' section for Huge Jackets and both Over/Under for Male Jackets give the full assortment of available symbol choices. The missing symbols for Female/Huge models seems to be a overarching issue with Jackets, as changing to Sleeveless made no difference in which symbols were missing/accessible for either body type.
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Totally agree that the Winter Forest assets should be base editor items. It's not a huge, time-sensitive issue or anything of course but it'd be a nice and they are already made. As for why it's a separate zone to begin with, I doubt its due to any holiday cultural aspects and more just making one small separate zone (essentially a public holiday-themed base) was a lot easier than doing massive makeovers for the blue/redsize zones like Atlas Park gets. That stuff takes work, especially depending on how many assets need to be manually changed each time (and then changed back).
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Weekly Discussion 80: More Hard Mode or New Zones & Missions?
El D replied to GM ColdSpark's topic in General Discussion
New Zones/Missions would have broader appeal than a hardcore mode, imo. I'll echo the sentiment of some earlier players here in suggesting that the Hazard Zones/Kallisti Wharf be added to. Given that those zones already exist, it seems like it'd be easier to make content rather than starting from scratch (even if I am very interested in seeing what Zone ideas the HC Devs could pull off). I don't think the initial content would need to be extravagant or bring about sweeping changes either - for the Hazard Zones, just adding a short Trial akin to the Market Crash could be a solid start. Could even link them all together in a chain progression, as a series of Longbow or FBSA operations. A quick in for Kallisti could be a repeatable mission contact that uses the new office maps (perhaps with a handful of badges attached for incentive) a la the mission contacts in the PVP zones. Could even have one regular repeatable and one Incarnate-ified version for folks who want the extra challenge. As for actually doing a More Hard Mode - would it be possible to allow folks to use the Flashback settings independent of Ouroboros? Like, expanding them into the Notoriety options or Null the Gull? Combining those with personal choices while playing seems like it'd go a long way to giving some folks the extra challenge they're looking for. -
That's working as intended - part of the Winter Event stuff is powers that create/throw objects (like Hurl and Propel) are all set to use the same model as the presents that spawn in the zone maps instead of whatever they'd normally use. Though, now I have to imagine all the Warwolf gifts are full of dog treats. Dog treats and fascism.
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The top option for Ms Liberty's Winter look is the Barbarian Fur Chest Detail. She's also got the Barbarian Fur shoulder options combined with the Witch Tight gloves so they match the look of the Barbarian Fur boots.
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The Asymmetrical Toggle is the little button to the right of the Shoulder options in the Costume Creator. Works the same with Gloves and Boots - toggle it on to give independent Right/Left options.
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Getting some serious Gigan vibes from Slash Serpent, @biostem. That is a fantastic look. Posted this costume in the weekly contest on the Homecoming discord and it got some love, so figured I'd share it here too. Mictlan - my answer to the question of 'What if Lara Croft became Batwoman?' dunked in a heaping helping of Aztec mythology.
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Tailor Bug Vines Pattern on Jackets missing
El D replied to Cryptek_Fashionista's topic in Bug Reports
Afraid that's not a bug - the bare skin of the biceps is part of the 'Short Sleeve' option for Jackets (same with the Classic Steampunk 1 option). Sleeves are entirely separate pieces rather than additions to the base model, which is why there's a thin 'seam' on the forearm just below the elbow. Essentially they're like the Robotic Arms, just matched to the material and style of the Jackets they're themed with. Given how the Retro Sleeve option exposes a clear expanse of empty space on Female models I'm pretty sure there isn't an actual upper arm under any of the full length Sleeve options anyway (like how the Pants options don't have actual legs in them, and just extend down and over the choice of Boots. It's really apparent when you use invisibility/fading powers). So when the Live Devs finally did need a short sleeve option, they had to made 'fake' biceps for it since there was no existing model geometry for them given the way they'd designed all the prior Sleeve options. It was either an extensive, inordinately time consuming overhaul of the entire format for one costume choice or quickly putting something together that mostly works for what they needed, and since the Short Sleeve option was primarily made for human police officer/security guard NPC models they were just defaulted to the base 'Bare Skin,' linked to the Skin Color choice, and sent out. TL;DR - it's unfortunately working as intended, due to the limitations of a really old costume creator and the design decisions/schedule of the Live Devs -
I remember your art thread! I lurked through it back in the day. Glad to see more old school forumites join up with Homecoming. ^_^ As for the screenshot request, I'll offer up my new main - Brazen Brawler Stoic and patient, Brazen is very much a 'speak softly and carry a big stick'-type with the styling of Mad Max crossed with the Terminator. He's Crey Industries' attempt at making a living Nemesis Automaton as part of an expanded Paragon Protector program (which he violently escaped from) and now he leads a supergroup of fellow Crey escapees. His claim to fame among my regular RP group is being considered a 'Cool Dude' by just about everyone he runs into.